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16.

WEATHER AND FIRE


16.1

16.2.4 102.23 The kindling number is


modified only by environmental conditions
DRMs. Leaders have no effect on kindling
attempts.

Fire

16.1.1 169 Combat troops were seldom well


equipped to extinguish fires and were even
lets likely to engage in such activities during a
firefight. However, if the need was great
enough and the fire was caught in its
beginning stages, a few spades of dirt or
deftly unfurled blankets could smother a fire
before it burnt out of control and flushed men
from cover.

16.2

16.2.5 102.24 If successful in starting the


fire, the unit must move out of the hex in its
Advance Phase.
16.2.6 169.11 A fire in a building hex is
assumed to automatically spread to the next
higher level of that building hex during the
AFPh of the following player turn. Fire
spreads to the next lower half of that building
only on a successful Spreading Fire DR.

Starting Fires

16.2.1 102.2 & 169.1 Any unbroken crew, HS


or squad counter may attempt to start a fire in
any building, woods, forest-road, orchard,
brush, or grain hex. Rubble is treated as the
building type (stone or wood) from which it is
made. No other terrain type can be set afire in
any way. To fire a building the setting unit
must be inside it at the time (as opposed to
passing by in same hex using Bypass
Movement).

16.2.7 169.12 A FT starts a fire in its target


hex if it scores a KIA on the IFT in a terrain
hex capable of sustaining a fire, and if after
subtracting the kindling DRM for
environmental conditions it still results in a
KIA.
16.2.8 169.13 HE attacks may cause a fire in
an eligible terrain target hex if it causes a KIA
result on the IFT (prior to modification). To
determine if a fire does indeed occur, repeat
the attack (for fire determination purposes
only). If a KIA is again rolled (with only
kindling DRM's for environmental conditions),
a fire starts.

16.2.2 102.21 A unit attempting to start the


fire during its own Advancing Fire Phase may
do so only if it neither fired nor moved during
the current player turn. It also forfeits any
Advancing Fire opportunities regardless of
the outcome of its kindling attempt.

16.2.9 169.14 A fire may also occur any time


a vehicle is eliminated by a final (after all
DRM's) TO KILL DR <= half of the TK#. Such a
fire may spread to eligible terrain in the target
hex per the normal Spreading Fire rules.

16.2.3 102.22 The fire is considered started if


the unit is able to roll its kindling number or
more with two dice. The kindling number is
based on the terrain in the intended fire hex.

Fire Starting Chart


Terrain

Kindling Numb er

Wooden building

7+

Stone building

8+

Woods, forest-road or
orchard

9+

Wheatfield or brush

10+

Squad Leader Classic

102.2 Is the defender allowed to set fire to buildings


whose occupancy is required by victory conditions and
thereby deny the attacker the opportunity to fulfill those
victory conditions?
A. No. The rule is that possession is given to the player
that did not set the fires. {OAF}

16.2.10

Spreading Fire

16.2.10.1
169.2 A fully developed fire
may spread to any adjacent eligible terrain
hex in the AFPh of each succeeding player
turn after it appears. Roll two dice at the end

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of each AFPh for each eligible terrain hex


adjacent to a terrain fire counter or containing
a burning vehicle and refer to the Spreading
Fire Table:

melee may not leave during the RtPh and are


eliminated. Units on a wire counter would
have to break and rout away. Vehicular units
in a fully developed terrain fire hex must leave
in the first available friendly MPh or be
eliminated. No ground unit may enter a fully
developed terrain fire hex.

Fire Spreading Chart


Eligible Terrain
Feature

Dice Roll to
Spread

Wooden building or
forest road

8-12

Stone building, orchard,


rubble

9-12

Woods

7-12

Grain or brush

6-12

16.2.11.2
169.7 Any vehicle or fully
developed terrain fire is accompanied by the
full effects of smoke in that hex for as long as
the fire remains. Undeveloped fires do not
generate smoke. Vehicular fires have a pillar
effect so the smoke TEM is always adjusted
by -1. Both types a re level 4 hindrances to
vision.
16.2.11.3
169.8 Possession of any hex
for Victory Condition purposes that is on fire
at scenario end is given to the opponent of
any player who deliberately set the fire -even if
that fire spread from another hex.

16.2.10.2
169.21 The Spreading Fire DR
is modified by Kindling, Wind Direction, and
Wind Force DRM's, and a -2 DRM if the terrain
on fire is not directly attached to the adjacent
terrain, or the burning vehicle was bypassing
the terrain obstacle as opposed to occupying
it. The Spreading Fire DR for woods/forestroad and grain/brush is modified by +1 if the
spread is uphill, and by -1 if downhill. If the
Spreading Fire DR is successful, an
undeveloped fire counter is placed in the new
hex.

16.2.11.4
169.81 Players are not held
responsible for fires started randomly by HE
attack, FT, or burning vehicles. Possession of
hexes burnt in this manner is given to the
player who last solely occupied the most nonburning hexes adjacent to the victory
determinant hex in question.

16.2.12

16.2.12.1
169.4 An undeveloped fire is
represented by an upside down fire counter
with the K# side face up. All fires except
vehicular fires first start as undeveloped fires.
During each succeeding AFPH after the player
turn in which it first a ppears in the hex, an
undeveloped fire counter will turn into a fully
developed fire unless hampered by
extinguishing attempts. Units may move into
and remain in hexes containing undeveloped
fires normally.

SQLA - [59A] Players may agree prior to the


start of a match that or Tournament rules
may be stated that Fires do not spread with
exception to other levels of the same hex
per normal procedures (see note 59A) as a
timesaving measure.

16.2.11

Effects of Fire

16.2.13

16.2.11.1
169.3 Infantry units in a fully
developed terrain fire hex must leave in the
immediately following RtPh or be eliminated.
Unbroken units would have the option of
"breaking" voluntarily so as to rout out of the
fire hex, or moving one hex during the RtPh
(subject to usual RtPh restrictions). In either
case, units moving during the RtPh must
leave all portage-able items behind. Units in

Squad Leader Classic

Undeveloped Fires

Extinguishing Attempts

16.2.13.1
169.5 Any unbroken, nonpassenger infantry unit may attempt to
extinguish an undeveloped terrain fire in the
same hex during its own MPh or DFPh
provided the unit has not already fired or
moved during that player turn and is not
engaging in any other activity during that

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59.1 According to rule 59.1 fire affects all levels in a


building, how does this concur with Question 57.81 on
Page 69 that states that fire in the upper level not
necessarily results in a fire in the lower level?

phase. Regardless of the outcome, a TI


counter is placed on top of the unit to indicate
that it may not move or fire for the balance of
that player turn except to rout or attack in CC.

A. The question deals with a specific case that is


handled in a different way. {KM}

16.2.13.2
169.51 Infantry attempting to
extinguish an undeveloped fire must roll <=
their Fire Extinguishing Value (FEV) with two
dice. The FEV is 2 for any SMC; 3 for a
crew/HS, and 4 for a squad. The FEV is
modified by both environmental conditions
and leadership. If the extinguishing attempt
DR = the FEV, the undeveloped fire is not
extinguished, but neither will it become a fullfledged terrain fire during that player turn.

59.2 & 59.4 If an AFV is destroyed by a flamethrower,


is a fire created and sub ject to spreading?
A. No - only 67.1 can cause a burning AFV. {OAF}
59.4 Does a hex adjacent to two or more fire hexes
have to roll for spreading fire more than once per
Advancing Fire Phase ?
A. No. {COI4-69}
59.4 & 67.12 Can the fire spread if the burning vehicle
is in a forest-road hex, an orchard hex, or moving
around an obstacle in the same hex via By -Pass
Movement (112)?

16.2.13.3
169.52 A leader can direct
firefighting efforts against only one hex per
player turn. If a leader uses his leadership
DRM, he is not entitled to his own separate
fire extinguishing DR attempt. Furthermore, if
a leader is to direct more than one firefighting
unit during that phase, he must pre-designate
those units which are committed to
firefighting attempts before any of them roll to
extinguish the fire; although his leadership
would affect all MMC's (and only MMC's) he
directs (each with its own separate
extinguishing attempt DR).

A. Yes, forest-road and orchard are treated as woods


hexes with a special -2 TO SPREAD DRM. {COI4-69}
59.5 What happens to Victory Conditions that cite
occupation of a building when that building catches
fire?
A. The building is considered "occupied" for victory
purposes by the side that did not cause the fire.
{COI4-69}
59.6 What happens to an AFV caught in a fire hex by
Spreading Fire?
A. It must leave the hex during its next Movement
Phase or be eliminated. {COI4-69}

16.2.13.4
169.53 Any infantry unit
attempting to extinguish a fire during its own
MPh is considered a moving unit which has
expended all of its MF's in that hex for DF
purposes.

59.6 Can tanks enter a fire hex?


A. No - they may leave a fire hex but they may not
enter one even if surrounded by fire hexes. {COD-105}

16.2.13.5
169.54 The presence of a
functioning bulldozer in the same hex with an
infantry unit attempting to extinguish a nonbuilding undeveloped fire during its own MPh
adds 3 to the FEV of each infantry unit in the
hex, provided the vehicle expends all of its
MP's in that hex.

16.3

16.3.1 102.3 Before the start of every


scenario, roll one die on the Environmental
Conditions Chart to determine the weather.
N.B. If using the optional Weather table roll
first on that.

16.2.13.6
169.6 Extinguished terrain
fires leave the hex with the same pre -fire
terrain characteristics if they are extinguished
in the immediately following player-turn.
Otherwise an extinguished building fire turns
that hex into rubble and an extinguished grain
field fire turns that hex into open ground and
all other terrain types are unaffected.

Squad Leader Classic

Environmental Conditions

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A. Yes, but only in the case of adjacent building hexes


that are not physically attached to each other via a
building hex side. {COD-105}

Weather Modification drm for Fire


Die Roll

Weather

Kindling DRM

Mud, Snow

-3

Wet

-2

Moist

-1

Moderate

Dry

+1

Very Dry

+2

16.4

Wind Direction and Force

16.4.1 Wind Direction


16.4.1.1
102.5 Before the start of each
scenario, place a parachute counter on the
board to act as a wind direction gauge, and
roll one die. The resulting number is the
direction the wind is blowing. Mark the
direction by pointing a wind direction counter
along the proper hex row. The spreading fire
dice roll is modified by the wind direction as
per the following diagram.

16.3.2 102.31 Modify the weather die roll by


the following DRMs based on the month the
scenario takes place:

Time of Year Modification drm for Fire


Month

drm

December, January, February

-3

November, March, April

-2

October, May

-1

June, September

+1

July, August

+2

16.3.3 102.32 The kindling number DRM


does not apply to building hexes.
102.32 & 102.4 Does kindling weather modifier apply to
spreading fire to buildings ?

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Weather Chart
Dice Roll

Mar, Apr, May

Jun, Jul, Aug

Sep, Oct, Nov

Dec, Jan, Feb

mud & rain/h.o.

rain/h.o.

fog

mud & gusty

mud & gusty

rain/h.o.

rain/h.o.

mud & rain/h.o.

rain/h.o.

fog

rain/h.o.

rain/h.o.

rain/h.o.

gusty

heavy winds

gusty

heavy winds

clear

clear

deep snow

clear

clear

clear

clear

clear

clear

clear

clear

fog

clear

gusty

heavy winds

10

mud

heavy winds

gusty

falling snow

11

mud & rain/h.o.

mud

rain/h.o.

deep snow

12

deep snow

mud & rain/h.o.

mud & rain/h.o.

deep & falling


snow

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16.4.2 Wind Force

Direction -2 hexes counter


clockwise

16.4.2.1
102.6 After determining wind
direction, roll a second die to determine wind
force as per the following table.

Force increases 1 level

Force decreases 1 level

A change of wind force beneath "No wind" or above


"Heavy wind" status has no effect.

Wind Force Table


Die Roll

16.5

Wind Force

1-3

No Wind

4, 5

Mild Breeze

Heavy Winds

16.4.2.2
102.61 If the result is 'No Wind',
the spreading fire DRMs for Wind Direction do
not apply.
16.4.2.3
102.62 If the result is 'Heavy
Winds', the spreading fire DRMs for Wind
Direction are doubled. Smoke of any kind has
no effect whatsoever in scenarios while 'Heavy
Winds' are in effect.

Weather

16.5.1 111 A sample weather chart has


been provided for use in scenarios taking
place in temperate climates. Players
designing their scenarios around a
particular campaign may wish to adjust this
chart to more accurately reflect prevailing
weather conditions in their area of
operations.
16.5.2 In some cases, the weather given
will determine Environmental Conditions
automatically in regards to the kindling and
spread of fires. Otherwise, normal
procedures must be followed to ascertain
these effects.
16.5.3 The Weather Chart is consulted only
once prior to set-up of any Design Your
Own Scenario.

16.4.2.4
102.63 If the result is Mild
Breeze all smoke effects DRMs are halved
(fractions rounded up), and the smoke counter
moves one hex in the direction of the wind at
the start of the Advance Phase of the next
player turn.

16.5.4 Clear
16.5.4.1
111.1 No additional effect.
Roll normally for Environmental Conditions.

16.4.3 Wind Changes


16.5.5 Fog / Mist
16.4.3.1
102.7 At the start of each Rally
Phase roll two dice. A dice roll of '2' will result in
a wind change as per the following table:

Wind Change Determination Table


Die Roll

Wind Change

Direction - 1 hex clockwise

Direction - 2 hexes clockwise

Direction - 1 hex counter clockwise

Squad Leader Classic

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16.5.5.1
111.2 All night rules effects
occur except those pertaining to star shells
and gun flashes. The Fog Visibility Range is
derived in the same manner as Night
Visibility Range except that only one die is
thrown and the result is halved (fractions
rounded down). Units may always fire into
an adjacent hex even if the Fog Visibility
Range is 0 but, in so doing, they combine
AREA FIRE and POINT BLANK FIRE.
Spotters for indirect fire may not "spot"
units in excess of the Fog Visibility Range.
Ordnance firing into or out of a fog hex

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must apply Case K (concealed target) to their


TO HIT dice roll.

level in each subsequent Rally Phase until


the fog no longer exists.

16.5.5.2
The hexes affected by fog cover
are dependent on the fog density and height of
the terrain. At the start of the scenario following
set-up a die roll should be made on the FOG
LEVEL CHART to determine the hexes actually
affected by fog.

16.5.5.6
Once fog starts to lift or burn
off the process cannot be reversed, it can
only continue to dissipate.

Fog Level Chart


Die Roll

16.5.5.7
Environmental Conditions
are resolved normally but a roll of 5 or 6 is
considered "Moderate".
16.5.5.8
Air support is not possible
so long as fog exists in a target hex on any
level of that hex up to and including level 4.

Terrain Affected

Rivers, Gullies only (level -1 terrain)

Ground level and lower

Level One and lower

Level Two and lower

Level Three and lower

Level Four and lower

16.5.5.9

Fog penalizes movement


rates in the same manner as a smoke
counter (Exception: movement within a
building is not affected) and also affects
Overruns and order of Close Combat
attacks in the same manner.
111.22 Assume the Fog Visibility range is 2. Could a
unit fire 3 or more hexes if only 1 or 2 of those hexes
is covered by fog?
A. No. {COD-106}

16.5.5.3
Fire into, through, or out of a fog
hex may not exceed the Fog Visibility Range in
effect during that game turn if either the target,
firer or LOS is in a fog hex. Fog between the
target-firer hex LOS is considered only if it
exists at the height of either the firer or target.

111.24 Can fog both lift and burn off


simultaneously?
A. No. {COD-106}

16.5.5.4
All infantry fire from, through, or
into a fog hex suffers a +1 DRM due to the
cloaking effect of mists against small targets
(Exception: fire totally within the same
building.)
16.5.5.5
At the start of each Rally Phase,
roll two dice for Fog Displacement. A dice roll of
'10' or more results in the fog starting to lift and
the current elevation level of the fog
immediately increases by one level. The fog will
continue to lift one level in each subsequent
Rally Phase until the fog no longer exists. A
dice roll of 3 or less results in the fog starting to
burn off and the current fog level is reduced by
one level. The fog will continue to burn off one

Squad Leader Classic

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16.5.6 Heavy Winds


16.5.6.1
111.3 No smoke of any kind
is allowed and range of all flamethrowers is
reduced to one hex. Wind Force is
automatically heavy. Wind Changes and all

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other Environmental Conditions occur normally.


16.5.6.2
Units that advanced into a Close
Combat during that player turn may deduct 1
from their Close Combat attack dice roll. This
advantage accrues in any scenario with heavy
winds regardless of weather.
16.5.6.3
The Spreading Fire DRMs for
Wind Direction are doubled.

16.5.7 Rain / Heavy Overcast


16.5.7.1
111.4 Heavy Overcast indicates
the presence of an impending heavy rainstorm.
Until such a storm occurs, however, the only
effect is on Visibility Limits that are restricted
by the Heavy Overcast. Air support is not
possible during Heavy Overcast or the resulting
rainstorm.
16.5.7.2
Players automatically check for
rain at the start of each Rally Phase as part of
the Wind Change dice roll. If the Wind Change
dice roll is a '10' or higher the rainstorm starts
and stays in effect until a '12' is rolled on a
subsequent Wind Change dice roll. Once
stopped, weather reverts to Heavy Overcast and
a rainstorm could start again with another '10'
or higher Wind Change dice roll. If a '2' is rolled
on the Wind Change dice roll while it is not
raining, the visibility clears and the weather
reverts to "Clear".

the terrain with the same pre-fire


characteristics.
16.5.7.5
The range of all infantry type
weapons is halved (fractions rounded up).
Direct ordnance fire versus infantry at
greater than 6 hexes must add +2 (case K)
to the TO HIT dice roll. This application of
case K is in addition to any need for its use
against a real concealed target.
16.5.7.6
Units that advanced into a
Close Combat during that player turn with a
rainstorm in progress may deduct 1 from
their Close Combat roll.
16.5.7.7
No smoke of any kind other
than that inherently attending fires may be
placed during a rainstorm. Existing non-fire
smoke is immediately removed during a
rainstorm.

111.43 Can fires be set during a rainstorm? Aren't


fires extinguished every time a '5' is rolled on
Spreading Fire dice roll since the Kindling DRM is 2?
A. Yes. {KM}
111.44 and GI scenario #38 SSR 38.1 - Is longrange fire by infantry type weapons permitted? If
yes, does the rain cause limited visibility and thus
reduce that long-range fire again by making it Area
Fire?
A. Yes. Yes. {OAF}

16.5.7.3
Environmental Conditions are
resolved normally but once the rainstorm
occurs, Environmental Conditions automatically
become 'Wet'.
16.5.7.4
During a rainstorm all existing
fires must be checked to see if they are
extinguished by the rain. This check is made
during every Advancing Fire Phase in which the
rain continues as part of the Spreading Fire dice
roll. Fires are extinguished on a dice roll of '3' or
less. Fires may not spread during a rainstorm.
Remember that the Spreading Fire dice roll
would be modified by the "Wet" Kindling DRM
of -2. An extinguished building fire turns that
building hex in-to rubble. An extinguished grain
field fire turns that hex into open ground. All
other terrain fires that are extinguished leave

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16.5.8 Gusty Winds

building must add 1 to their Close Combat


attack dice roll.

16.5.8.1
111.6 Environmental Conditions
are resolved normally except that Wind Force is
always either 'No Wind' or 'Heavy Winds'.
Normal Wind Force changes have no effect. The
Wind Change dice roll is still made at the start
of every Rally Phase but no wind is present
during that player turn unless the Wind Change
dice roll is '10' or higher in which case Heavy
Winds are in effect for that player turn only with
all the attendant effects of Heavy Winds.

16.5.9 Mud
16.5.9.1
102.8 Whenever Environmental
Conditions result in "Mud Snow" in a scenario
set in any month other than Dec-Feb, the
following mud rules are in effect.
16.5.9.2
102.81 All dirt roads are
considered non-existent and are considered
open ground. Paved roads (grey) such as exist
on board 1 are not affected by mud.
16.5.9.3
negated.

16.5.9.9
111.72 Note that certain
heavy vehicles such as the PzKwVIB have
special breakdown problems.
16.5.9.10
111.73 The infantry
movement of all guns along other than
paved roads is contingent on the infantry
passing a normal MC. The infantry involved
may not do anything else during that
Movement Phase or the preceding Fire
Phase regardless of the success or failure
of their MC.
111.87 & 73.1 Does infantry still get the one MF
bonus for staying on a road throughout a Movement
Phase in Deep Snow or Mud scenarios?
A. Yes. {COD-106}

102.82 All shell holes are

16.5.9.4
102.83 All marsh hexes are
impassable to all but amphibious vehicles.
16.5.9.5
102.84 The breakdown number
of Big hexes increases from 6 to 4 through 6.
The breakdown number of Bog hexes for
vehicles with low ground pressure increases
from 12 to 10 through 12.
16.5.9.6
102.85 The movement cost for
open ground hexes is doubled. Exception: Low
ground pressure vehicles may continue to move
through open ground hexes at a cost of 1 MP
per hex.
16.5.9.7
111.7 The Kindling DRM is
always -3. Other Environmental Conditions are
resolved normally.
16.5.9.8
111.71 Units that advanced into
a Close Combat during that player turn through
any hex-side other than a paved road or

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16.6

Snow

16.6.1 102.9 Snow rules are in effect whenever


the Environmental Conditions result in "Mud
Snow" in a scenario set in Dec-Feb.
16.6.2 Snow doubles Movement Phase terrain
costs for infantry, trucks and jeeps. AFV
movement is not affected by snow.
16.6.3 Movement through road hex sides is not
affected by snow.
16.6.4 All entrenchment attempt dice rolls are
modified by +2.
16.6.5 All minefield assault dice rolls are
modified by +1.

16.6.6.6
in effect.

Snow camouflage rules are

16.6.7 Deep Snow


16.6.7.1
111.8 The Kindling DRM is
always -3. Other environmental conditions
are resolved normally. Note that not all
snow effects are in play unless the scenario
is specified as taking place in Deep Snow.
Even though snow is present on the
ground, many snow rules will not be
enforced if Deep Snow is not specified.
16.6.7.2
Any troops or vehicles
specified as wearing snow smocks or
special winter camouflage during any snow
scenario receive a +1 DRM when fired on by
infantry or direct ordnance Fire (TO HIT roll)
unless they are occupying a building or
bunker.

16.6.6 Falling Snow


16.6.6.1
111.5 This condition does not
enact snow rules.
16.6.6.2
Environmental Conditions are
diced for normally but a roll of '5' or '6' is
considered 'Moderate'.
16.6.6.3
Falling Snow is in effect at the
start of the scenario but will stop on a Wind
Change dice roll of '12'. Once stopped, falling
snow can occur again on a Wind Change dice
roll of '10' or higher. Should the snowfall cease,
Visibility Limits are still restricted by Heavy
Overcast and air support is still unavailable.
Should a '2' Wind Change dice roll occur while
there is no snow falling, the weather reverts to
"clear".
16.6.6.4
The range of all infantry type
weapons is halved (fractions rounded up).
Direct ordnance fire versus infantry at greater
than 6 hexes must add +2 (case K) to the TO HIT
dice roll. In addition, infantry fire aimed directly
against the Wind Direction during Heavy Wind
Force is halved as Area Fire. Direct ordnance
fire versus any target against the Wind Direction
during Heavy Winds at any range must add +2
(case K) to the TO HIT dice roll.

Squad Leader Classic

16.6.6.5
No smoke of any kind other
than that inherently attending fire may be
present on the board.

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16.6.7.3
All indirect fire, mortar fire,
or artillery FFE must add +1 to the
resolution dice roll due to the cushioning
effects of deep snow.
16.6.7.4
Fires will not spread to
adjacent hexes unless the connecting hex
side crosses a building or woods symbol.
16.6.7.5
All marsh, mud flats, ponds,
lakes, and rivers are frozen and treated as
Open Ground for infantry during any Deep
Snow scenario. See the River rules for more
specific information.
16.6.7.6
The Movement Phase
Terrain Costs of all cavalry and horse drawn transport is quadrupled in deep snow
scenarios.
16.6.7.7
Snow doubles Movement
Phase terrain costs for all non-tracked
vehicular units (Ex ception: pulkkas). Only
deep snow doubles Move ment Phase
terrain costs for infantry and tracked
vehicles and quadruples MP costs for non-

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tracked vehicles. Infantry movement costs are


not doubled while crossing building hex sides
(movement inside a building from another hex
of that building) or entering into a building nor
is the 1 MF penalty for moving over walls or
hedges, or into smoke hexes, bunkers, or
entrenchments subject to doubling beyond the
basic doubled cost of the hex itself. Infantry
may also avoid the doubled Movement Phase
cost of deep snow by being beneath a tracked
vehicle (on foot in same hex) throughout the
Movement Phase.
16.6.7.8
All road vehicular movement
rates are doubled to one MP per hex in any
scenario in which snow is present (even falling
snow). Road hex sides do not negate the effects
of Deep Snow except by scenario definition of
cleared roads. A wheeled vehicle moves along a
road at 1 MP per hex during Falling Snow, in
light snow at 2 MPs per hex, and 4 MPs per hex
during deep snow. The combination of falling
and/or light/deep snow does not further hinder
movement. Gun movement by infantry during
deep snow is limited as for Mud conditions
except along cleared roads.
16.6.7.9
All entrenchment attempt dice
rolls are modified by +2 during any snow
scenario.
16.6.7.10
Minefield assault and clearance
dice rolls are modified by +1 during deep snow
scenarios.
111.87 & 73.1 Does infantry still get the one MF
bonus for staying on a road throughout a Movement
Phase in Deep Snow or Mud scenarios?
A. Yes. {COD-106}

16.6.8 Extreme Winter


16.6.8.1
111.9 These rules are applicable
only to scenarios taking place north of the

Squad Leader Classic

P-11

Baltic or in other extremely frigid climes.


Deep Snow rules are always in effect.

16.6.8.2

Breakdown numbers of all


ordnance and support weapons decrease
by the following amounts.

Winter Breakdown Numbers


Nationality

Number

Finnish

Pre-1941 Russians

-1

Pre-1943 Axis

-2

'43-'45 Axis

-1

16.6.8.3
Off-road vehicular
movement (not pulkkas) of any kind is
subject to BOG in every non-road hex.
16.6.8.4
Any non-Finnish broken unit
not in a building or bunker which rolls a
Rally attempt dice roll of '11' or more is
eliminated.
16.6.8.5
attempted.

Entrenchments may not be

16.6.8.6
All Axis vehicular
breakdown numbers (Exception: Finns) are
decreased by two during any deep snow
scenario set in Russia during 1941 or 1942.
During the same time frame and
environment Axis vehicles already on the
board must roll a '4' or less with one die at
the Outset of the scenario in order to move
other than their turret covered arc during
that scenario. If a '6' is rolled they may not
even change their turret covered arc and
must add +2 to all TO HIT attempts with
their field of fire limited only to those hexes
whose centre dot is intersected by a
straight line drawn through the centre hex
spine of the turret covered arc.

16.6.9 Summary of Movement in Snow

4/3/2004

1 Clear hex, no change in elevation


Type
Falling Norma Deep Extreme
Snow l Snow Sno
Winter
w
Tracked
1 MP
1 MP
2 MP
2 MP
veh.
Trucks
4 MP
8 MP
16
16 MP
MP
Infantry
1 MF
1 MF
2 MF
2 MF
Cavalry
1 MF
1 MF
2 MF
2 MF
1 Road hex, no change in elevation
Type
Falling Norma Deep Extreme
Snow l Snow Sno
Winter
w
Tracked
1 MP
1 MP
2 MP
2 MP
veh.
Trucks
1 MP
2 MP
4 MP
4 MP
Infantry
1 MF
1 MF
2 MF
2 MF
Cavalry
1 MF
1 MF
2 MF
2 MF

Squad Leader Classic

P-12

4/3/2004

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